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starion83

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About starion83

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    Peon

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  • Name
    David
  • Location
    New York
  1. Edgefracture Cd to attribute

    Thanks! Will give that a try
  2. Hey everyone, is it possible to transfer the viewport color of a edgefracture piece to Cd? It only seems to create these colours to display, and not as an attribute
  3. subdivide fracture for vellum collision

    That was what was missing! Thanks so much Tomas, very much appreciated
  4. subdivide fracture for vellum collision

    Sorry Tomas that last file didn't include the Vellum sim. I've attached it again. Also here is a screen cap of what's happening. The vellum is colliding only with a few points from the fracture rbd sim GlassAndVellum.hiplc
  5. subdivide fracture for vellum collision

    Hey thanks for the fast reply Tomas, it sounds like I've misunderstood how vellum works! I thought that it was particle based (not sure where I've picked this up...) This would explain why vellum sim is only colliding with the geo points from the fracture sim, which is why I'm trying to subdivide it further. But it sounds like there is another way?
  6. Hi everyone, I have a simple fracture simulation that I would like to use as collision geo in a vellum sim. However as vellum is particle based, and the collision geo is very low poly, I need to somehow increase the geo subdivisions for the fracture sim geo. I've looked at using the subdivide node, but this doesn't seem to work. I'm hoping this is a simple one and I'm just not aware of the right node to drop in! Thanks in advance! Glass.hiplc
  7. Vellum + RBD

    Guys, thank you for the response! Yes currently this has been the approach I landed on: split the sim into vellum / RBD. It seems to be doing the trick convincingly enough Here's hoping that we get integration of vellum and RBD in the future
  8. Vellum + RBD

    Hi everyone, I'd done a bit of searching around, and it seems like the answer is that vellum and RBD can't yet be combined into a single simulation. However I'm wondering if there's a way to fake RBD in vellum? I'm trying to create an effect where glass cracks because a vellum object pushes against it. Is there some workaround to make a simple object 100% rigid using vellum? Any help is greatly appreciated!
  9. Kinks in stretchy flip sim

    Thank you Diego, I'll look into this also. However I fee like there must be a way of keeping the simulation more stable. This behavior doesn't seem natural, so i expect it must have something to do with a parameter adjustment. I've tried a few different things now, but without any luck. I'll keep tinkering and see if I can get a more accurate result
  10. Kinks in stretchy flip sim

    Hey Ernest, thanks for the suggestion. I did try this, which seemed to thin out the fluid, but not really address the kinks that are appearing in the finer strands of fluid. Whereas I'd like to keep the volume to the strands, but keep their stretching more stable.
  11. Kinks in stretchy flip sim

    Hi all! I've got a stretchy flip sim, which is for the most part working as I'd like. It's a fluid that is being pulled apart with stretchy bands being formed. However I'm finding that when the bands become too thin, they begin to kink in a strange way, like in the attached image. I suspect this is something to do with the high surface tension in the simulation. I've tried may different adjustments to the settings, including upping the particle count, and substeps, but without any luck, Any advice or steer in the right direction to resolve this would be hugely appreciated! David
  12. FLIP Retiming jitter

    Thanks so much Tomas, that did the trick!
  13. FLIP Retiming jitter

    I still haven't worked out how to get the retime node working with flip sim. Each time I get this strange jittering in the frames it's trying to interpolate. Anyone?
  14. FLIP Retiming jitter

    Hey Atom, Thanks for the fast reply! I did try this, however I'm not sure how it will be able to interpolate the surface cache, as it's remeshed each frame from the particles. This is why I was trying to retime direct from the particles. However I'm getting a similar result to this still... RetimeJitter_surfaceCache.hiplc
  15. FLIP Retiming jitter

    Hi everyone, I'm trying to retime a flip sim, but the retime node is creating a jittering when interpolating frames. Would this have anything to do with particle ids or num of particles changing between frames? and this is mucking up the interpolation? Thanks in advance, David RetimeJitter.hiplc
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